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[CS:GO] Deathmatch (v2.0.9, 2018-06-12)


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Maxximou5
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Join Date: Feb 2013
Old 09-20-2014 , 14:38   Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
Reply With Quote #41

Quote:
Originally Posted by Ejziponken View Post
Well Im using 270 now as distance and people still spawn closer to the enemies than I would want too. The biggest complain on DMs is that you spawn and die because someone is to close. :/
I'll see if I can implement a better system, but to remedy the situation, add less spawns so close together. If you can, add only as many spawns as there are people.
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Ejziponken
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Old 09-20-2014 , 14:51   Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
Reply With Quote #42

Quote:
Originally Posted by Maxximou5 View Post
I'll see if I can implement a better system, but to remedy the situation, add less spawns so close together. If you can, add only as many spawns as there are people.
Already did that. :/
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Unity
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Join Date: Nov 2007
Old 09-20-2014 , 16:54   Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
Reply With Quote #43

Quote:
I noticed earlier you mentioned that you still had problems with the clients getting an issued primary gun and secondary, is that still true? I've been away from my main computer so I can not replicate the issue but have not had that problem on my test server.
Unfortunately, turns out to be the problem in the map itself (aim redline).
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Maxximou5
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Old 09-20-2014 , 21:34   Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
Reply With Quote #44

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Originally Posted by Unity View Post
Unfortunately, turns out to be the problem in the map itself (aim redline).
I will add that to the Q&A because Redline is a very well used map and as well they decided to make it so players deliberately spawn with weapons. It causes a lot of issues with Deathmatch, I was helping someone earlier with this same issue and it came down to it being that map, which would of saved time.
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h3bus
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Join Date: Nov 2013
Old 09-21-2014 , 07:21   Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
Reply With Quote #45

Quote:
Originally Posted by Maxximou5 View Post
I'll see if I can implement a better system, but to remedy the situation, add less spawns so close together. If you can, add only as many spawns as there are people.
Feel free to use my spawn system in my deathmatch plugin.

It has two drawbacks:
- Dhooks extension is mandatory as it completely replace original spawn choices of CS:GO
- It would need a complete refactor of the spawn system of your plugin as they work completely differently: my plugin adds new spawn point where yours teleport players
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Maxximou5
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Old 09-21-2014 , 16:11   Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
Reply With Quote #46

Quote:
Originally Posted by h3bus View Post
Feel free to use my spawn system in my deathmatch plugin.

It has two drawbacks:
- Dhooks extension is mandatory as it completely replace original spawn choices of CS:GO
- It would need a complete refactor of the spawn system of your plugin as they work completely differently: my plugin adds new spawn point where yours teleport players
I'll look into seeing how well I could implement that, it could be more beneficial your way.
I did look previously into your method of hooking the players weapon skins but that too would require the same amount of replacement, as you use an entirely different method of how the weapons, ammo, and skin are given. However I did get another method working but it's poorly coded, any advice on that end?
Thanks h3bus.
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h3bus
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Join Date: Nov 2013
Old 09-21-2014 , 17:15   Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
Reply With Quote #47

For weapon skin, you could replace the GivePlayerItem function by an internal one that will force the correct skin on player. This would also require a database that provides for each weapon:
- The team on which the skin is available
- The item definition index to check that the given weapon has not been replace by loadout choice (eg: P2000/USP).

Once you have this you can implement "always weapon skin" without having to refactor all the weapon handling system.

EDIT: I took a fast walkthrough your code and did not find what method you implemented for that

Last edited by h3bus; 09-21-2014 at 17:17.
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xados
Member
Join Date: Jul 2014
Old 09-23-2014 , 23:48   Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
Reply With Quote #48

Quote:
Originally Posted by Fenomeno View Post
disable random option in the option menu!
i have disable random!! It not help me.
How i can take off AWP? in deathmatch.cfg i maked awp to zero
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HSFighter
Veteran Member
Join Date: Aug 2007
Location: Flensburg - Germany
Old 09-24-2014 , 14:05   Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
Reply With Quote #49

Now in use on my Server.
Very nice Job. THX

Is this similar?
Code:
sv_infinite_ammo "1"                        
// Player's active weapon will never run out of ammo
Code:
dm_replenish_ammo - (Default) 1 - Unlimited player ammo.
Other issue:

Parses are missing in first post and:
Code:
[SM] Fatal error encountered parsing translation file "deathmatch.phrases.txt"
[SM] Error (line 0, column 0): Stream failed to open
__________________



Sorry for my very bad english
Greetings HSFighter

Last edited by HSFighter; 09-24-2014 at 16:00.
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nebulein
New Member
Join Date: Sep 2014
Old 09-26-2014 , 17:29   Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
Reply With Quote #50

Quote:
Originally Posted by Fenomeno View Post
disable random option in the option menu!
Hi,

how can i disable the random option in the option menu? I like the mod, i use it on 3 servers. On 2 i have no problems, but the third server is a pistol only server and if you choose random weapons you will get the primary weapons.
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